Interface GaussianPointSplatting
interface GaussianPointSplatting {
colorRenderMode: boolean;
depthRenderMode: boolean;
depthVisualization: "linear" | "none" | "alphaBlended";
maxAccumFrames: number;
occlusionCulling: boolean;
pointScale: number;
progress: GaussianPointSplattingProgress | null;
renderScale: number | "auto";
temporalReprojection: boolean;
}
colorRenderMode: boolean;
depthRenderMode: boolean;
depthVisualization: "linear" | "none" | "alphaBlended";
maxAccumFrames: number;
occlusionCulling: boolean;
pointScale: number;
progress: GaussianPointSplattingProgress | null;
renderScale: number | "auto";
temporalReprojection: boolean;
}
Properties
color Render Mode
colorRenderMode: boolean
depth Render Mode
depthRenderMode: boolean
depth Visualization
depthVisualization: "linear" | "none" | "alphaBlended"
Equivalent of gsLinearDepthFragment / gsAlphaBlendedDepthFragment; match the mesh's classic fragments. Used when depthRenderMode is enabled. Linear mode renders opaque discs at full resolution, independently of pointScale/renderScale; alphaBlended retains the stochastic weighted depth mean.
max Accum Frames
maxAccumFrames: number
Per-pixel samples after which accumulation stops; changing it resumes or stops without invalidating samples.
occlusion Culling
occlusionCulling: boolean
point Scale
pointScale: number
Readonlyprogress
render Scale
renderScale: number | "auto"
temporal Reprojection
temporalReprojection: boolean
Experimental: reproject accumulated samples when the camera or target moves instead of restarting, so noise is confined to disocclusions.
Mutable options for the opt-in WebGPU stochastic Gaussian renderer.